darksoulSP Vs. Shiraz, 2v2, quickly!

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We want this done quick, no time for flavor!

Arena said:
Arena: Ice Arena
This area is frigid cold, but not hailing. There is a giant lake in the side of the arena. Pokemon fight on the cold ground. Pokemon that are weak to Ice have a 20% chance to shudder and not make a move that turn. Pokemon that are resistent to Ice have their moves increased by 1 BP.
Dratini (Male)
Nature: Quiet
Type:
Dragon:

Rare and powerful, Dragon types have sturdy scales, excellent elemental resistance and affinity, and legendary vitality. Abilities vary based on the Dragon, with the Dragonite line capable of breathing underwater while the Kingdra line can breath on land. Dragons do not particularly like Ice, however all of them are warm-blooded. Dragon attacks are very powerful, and only Steel-type skin can truly reduce the might of their mystically backed attacks.

Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Rarity: 2

Abilities:
Ability 1: Shed Skin:

Type: Innate

This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Marvel Scale (DW)

Type: Innate

This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 2
Spe: 44 (/1.15)
Size Class: 2
Weight Class: 1
Base Rank Total: 13

EC: 1/9
MC: 2
DC: 1/5

Attacks:


Wrap *
Leer *
Agility *
Thunder Wave *
Dragon Rage *
Twister *
Slam *

Dragon Dance *
ExtremeSpeed *
LightScreen *

Surf *
Thunder *
Rain Dance *



Sneasel (Sharingan) (Female)
Nature: Adamant
Type:
Dark:

Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, dark types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark types are very vengeful by nature and happily use retaliatory attacks. Dark types are also more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated.

Summary: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.



Ice:

There are two varieties of Ice-type Pokemon. The first are more naturally occurring fauna or flora that have adapted to wintry conditions and the latter are Pokemon whose genetic structure chills the air around them to about 20 degrees Fahrenheit (Glalie/Froslass line, Regice, Vanilluxe line, Beartic line, and Cryogonal). Ice types of all kinds can break down any ice around their bodies and synthesize it into their skin, making them effectively immune to freezing. Hail has no effect on either their vision or their bodies, as they either synthesize it like all other ice or their bodies can even use it to regenerate. Additionally, Hail makes their Blizzards perfectly accurate and capable of bursting through Protect because of the enhanced debris cracking the field.

Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ability 1: Keen Eye:

Type: Innate

This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Ability 2: Inner Focus:

Type: Innate

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Pickpocket (DW):

Type: Innate

This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Command: [Ability: Pickpocket (Ally Item Swap) ]
Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 1/6
MC: 2
DC: 1/5

Attacks:


Agility *
Faint Attack *
Screech *
Fury Swipe *
Scratch *
Taunt *
Leer *
Quick Attack *

Ice Punch *
Reflect *
Fake Out *

Brick Break *
Swords Dance *
Double Team *


darksoulSP's team;

Scyther [Shinobi] (Male)
Rarity: 4
Nature: Adamant (+1 Attack, -1 Sp Attack)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.



Abilities:
Ability 1: <Swarm>
Type: Innate

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)


Ability 2: <Technician>
Type: Innate

This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

DW (Locked): Steadfast

Type: Innate

If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.


Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105

Height: Class 3
Weight: Class 4

Total: 19

EC: 5/6
MC: 0
DC: 2/5

Attacks:

Fury Cutter (*)
Agility (*)
Wing Attack (*)
Double Team (*)
Focus Energy (*)
Leer (*)
Quick Attack (*)
Vacuum Wave (*)
False Swipe (*)
Pursuit (*)
Swords Dance
Night Slash

Light Screen (*)
Reversal (*)
Steel Wing (*)

Substitute (*)
U-Turn (*)
Aerial Ace (*)

Roost



Pokemon #2:
Vulpix [Nicole] Female
Rarity:2


Nature: Timid (+15% Speed, + 13% Accuracy, -1 Atk)

Type: Fire

Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Ability:
Flash Fire

Type: Innate

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

DW (locked): Drought

Type: Innate

When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.




Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 75 (+)


Size: Class 1
Weight: Class 1

Total: 14

EC: 2/6
MC: 0
DC: 1/5



Ember (*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-o-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)

Hypnosis(*)
Hex(*)
Disable(*)

Double Team (*)
Energy Ball (*)
Attract (*)
Toxic


Pokemon #3

Ralts (Yin)
Male
Nature: Serious (neutral nature)
Type: Psychic

What Fighting is to physical prowess, Psychic is to mental. Psychic types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assaults and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic types have intensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.

Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect.

Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats


HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10


EC: 0/9
MC: 0
DC: 0/5

Growl *
Confusion *
Double Team *
Teleport *
Lucky Chant *
Calm Mind *
Heal Pulse *


Confuse Ray *
Encore *
Shadow Sneak *

Thunder Wave *
Will-o-Wisp *
Light Screen *


Gastly (Shade)
Male


Type:

Poison
Poison shares a lot in common with Normal, at least as far as being generalist and having poor super-effective coverage. It's greatest advantage though is its complete immunity to toxins. Poison types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon, Poison types thrive. Poison types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.

Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.


Ghost:
Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion, however these effectiveness of these strange abilities largely depend on the individual Pokemon. Gastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost types are particularly adept at a few other tricks, including the ghostly flames of Will-o-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trick-ery.

Unfortunately, due to their build, Ghost types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls, however they can briefly become briefly intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal and Fighting types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect.

Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.



Nature: Timid (+ Speed, - Attack, + 29% Accuracy)


Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 0/9
MC: 0
DC: N/A


Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch

Disable
Will-o-Wisp
Perish Song

Giga Drain
Thunderbolt
Substitute


darksoulSP, you send out first, since you issued the challenge. Then Shiraz sends out a pokemon and issues orders, and it all falls apart from there. Let's go!
 

90 HP
100 Energy

Vs.

Dratini (Y U NO SPRITE?!?)
90 HP
100 Energy

The arena bit Shiraz in the ass this turn.

Gastly
Substitute 15 HP
12 Energy

Confuse Ray
RNG roll for duration; 2-Turn Confusion
4 Energy

Night Shade
10 Damage, 4 Energy

Dratini
Rain Dance
RNG roll for shudder; 76 = shudder (I use a d1000)
no action

Surf
RNG roll for shudder; 291 = success
RNG roll for confusion; 567 = success
RNG roll to crit; 787 = no crit
[10 + (3 - 2)*1.5] = 11.5 ~ 12 Damage, 7 Energy

Thunder
RNG roll to shudder; 55 = shudder



75 HP
80 Energy
Sub (3 HP)

Vs.

Dratini (Y U NO SPRITE?!?)
80 HP
93 Energy
Confused (1a)

darksoul, you're up!
 
Rain Dance -->Surf --> Thunder

if i shudder first turn use rain dance 2nd turn, if i shudder both turn 1 and turn 2 use rain dance last turn
 

75 HP
80 Energy
Sub (3 HP)

Vs.

Dratini (Y U NO SPRITE?!?)
80 HP
93 Energy
Confused (1a)

Hax keeps fighting against Shiraz. At least Dratini isn't confused going into the next round.

Gastly
Night Shade
10 Damage, 8 Energy

Confuse Ray
RNG roll for duration; 3-Turn Confusion
4 Energy

Night Shade
10 Damage, 4 Energy

Dratini
Rain Dance
RNG roll to shudder; 664 = success
RNG roll for confusion; 633 = success
10 Energy

Surf
RNG roll to shudder; 362 = success
RNG roll for confusion; 654 = success
RNG roll to crit; 598 = no crit
[13 + (3 - 2)*1.5] = 14.5 ~ 15 Damage, 7 Energy

Thunder
RNG roll to shudder; 220 = success
RNG roll for confusion; 310 = hit self
[4 + (3 - 2)*1.5] = 5.5 ~ 6 Damage, 3 Energy



75 HP
64 Energy

Vs.

Dratini (Y U NO SPRITE?!?)
54 HP
73 Energy

Raining (3 rounds)

Shiraz, you're up!
 

75 HP
64 Energy

Vs.

Dratini (Y U NO SPRITE?!?)
54 HP
73 Energy

Raining (3 rounds)

Fun fact, Sub prevents recoil.

Gastly
Disable Thunder
7 Energy

Substitute 15 HP
12 Energy

Night Shade
10 Damage, 4 Energy

Dratini
Struggle
RNG roll to shudder; 810 = success
[5 + (3 - 2)*1.5] = 6.5 ~ 7 Damage, 2.8 ~ 3 recoil, 5 Energy

Struggle
RNG roll to shudder; 288 = success
[5 + (3 - 2)*1.5] = 6.5 ~ 7 Damage, 9 Energy

Struggle
RNG roll to shudder; 810 = success
[5 + (3 - 2)*1.5] = 6.5 ~ 7 Damage, 13 Energy



53 HP
41 Energy
Sub (1 HP)


Vs.

Dratini (Y U NO SPRITE?!?)
41 HP
46 Energy
Thunder Disabled (3a)

Raining (2 rounds)

darksoul, you're up!
 
Huh! Never knew!

Let's Confuse Ray, Night Shade, and Hypnosis (which shouldn't miss thanks to his - speed and my + speed).
 

53 HP
41 Energy
Sub (1 HP)

Vs.

Dratini (Y U NO SPRITE?!?)
41 HP
46 Energy
Thunder Disabled (3a)

Raining (2 rounds)

The hax tables have turned, gentlemen. Also, Hypnosis has 99 accuracy. So I'd still do a hit roll.
Gastly
Confuse Ray
RNG roll for duration; 2-Turn Confusion
4 Energy

Night Shade
10 Damage, 4 Energy

Hypnosis
RNG roll for paralysis; 11 = paralyzed

Dratini
Surf
RNG roll to shudder; 879 = success
RNG roll for confusion; 773 = success
[13 + (3 - 2)*1.5] = 14.5 ~ 15 Damage, 7 Energy

Thunder Wave
RNG roll to shudder; 875 = success
RNG roll for confusion; 967 = success
7 Energy

Surf
RNG roll to shudder; 821 = success
[13 + (3 - 2)*1.5] = 14.5 ~ 15 Damage, 7 Energy



38 HP
33 Energy
Paralyzed (20%)

Vs.

Dratini (Y U NO SPRITE?!?)
31 HP
25 Energy

Raining (1 round)

Shiraz, you're up.
 

38 HP
33 Energy
Paralyzed (20%)

Vs.

Dratini (Y U NO SPRITE?!?)
31 HP
25 Energy

Raining (1 round)


Holy haxfest, batman! Also, the rain stopped.
Gastly
Confuse Ray+Night Shade Combo
RNG roll for paralysis; 186 = paralyzed

Cooldown

Hynosis
RNG roll for paralysis; 661 = success
RNG roll to hit; 453 = hit
RNG roll for duration; 1-Turn Sleep
7 Energy

Dratini
Surf
RNG roll to shudder; 79 = shudder

Twister
RNG roll to shudder; 101 = shudder

Surf
RNG roll to shudder; 649 = success
RNG roll to crit; 534 = no crit
[13 + (3 - 2)*1.5] = 14.5 ~ 15 Damage, 7 Energy



23 HP
26 Energy
Paralyzed (10%)

Vs.

Dratini (Y U NO SPRITE?!?)
31 HP
18 Energy
Sleeping (1a)

Darksoul, you go!
 
am i still disabled?

Well use a Surf/Twister combo. (Surf then with all the water Twister it up with the ghastly) then Thunder if its not disabled, if it is, Surf again
 

23 HP
26 Energy
Paralyzed (10%)

Vs.

Dratini (Y U NO SPRITE?!?)
31 HP
18 Energy
Sleeping (1a)


Comboes require a turn of cooldown. Due to Dratini's sleep, your orders were impossible to complete, Shiraz. So I assumed you meant to use the combo after waking up, which meant no Thunder.
Gastly
Confuse Ray+Night Shade Combo
RNG roll for paralysis; 507 = success
RNG roll for duration; 2-Turn Confusion
10 Damage, 12.5 ~ 13 Energy

Cooldown

Chill
+12 Energy

Dratini
Sleep

Surf+Twister Combo
RNG roll for confusion; 653 = success
RNG roll to shudder; 287 = success
RNG roll to crit; 420 = no crit
[14 + (3 - 2)*1.5] = 15.5 ~ 16 Damage, 13.5 ~ 14 Energy

Cooldown



7 HP
25 Energy
Paralyzed (5%)

Vs.

Dratini (Y U NO SPRITE?!?)
21 HP
4 Energy
Confused (1a)

Shiraz, you're up!
 
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